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We may go ahead with these political model changes:
- Five levels of regional control, with the highest being Tight Control. With Tight Control at 80%, you will get regional intel on patrols.
- Five levels of regional reaction. Friendly changes to a reaction of 1.5 from 1.0. Going from Tolerant to Friendly has been the most important single aspect of Alamaze. Now going to Friendly from Tolerant mathematically is about the same as going from Suspicious to Tolerant. You can still get to 1.0 by getting the region Loyal. This requires being Friendly, and having Tight Control, and issuing the Enamoring. It is a bit fragile, as losing Tight Control reverts the reaction to Friendly.
The range of emissaries as a base will be 7 instead of 8, increased by 1 for Riders trait and 2 for Flying. Some spells and artifacts will also effect.
The Rule of Law means maintaining control of a region has a cost - 10k gold and supply each turn for each region controlled.
Brigade strengths have been adjusted somewhat. Red Dragons not quite the same but still much tougher than #2 which would be Mammoths. Undead about 20% more formidable as we need to see some undead armies that have been missing in The Choosing. Also even cheaper than before.
Working through some things to make them possible instead of wishful, we will likely have two kinds of recruitable brigades in each of the 12 regions. Kind of a level 1 type as in the Choosing and a new and improved in Maelstrom. For example, in the north, Northmen as you know them, and Vikings.
There are the important Regional Character elements. So the Trading Coastal regions have different advantages than the large Capital Regions that provide additional influence and other benefits. The Savage Lands have different benefits. And a late change was the capital city of Maelstrom, Stormgate, is its own region, #13, where no kingdom starts and all kingdoms begin hostile, and has only its one companion village Cornucopia and its recruitable troops, Sormgate Guards, are among the best in Maelstrom.
So what I really wanted to ask about is I am finishing up spell revisions, as in tonight. So without tipping my hand and be quick: - What spells need revision
- What spell lists need revision
- What new spells are needed.
Don't do a big list - just pick one or two items - this is just to potentially tweak what is about ready to go.
So, exciting stuff. And shouldn't be too far off!
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Off the top of my head, the spell that needs revision is Crack the Sky. For a top tier spell it is NEVER cast. Also, Wall of Fire seems to need some love.
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Summon Kraken could use some improvement. And give the sacred order the companion brigade of Paladins with there own unique spells.
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I would like to see a Dome spell have a chance to be defeated by a warlord leader. And maybe make elite leaders harder to take out, like an actual General in the military, PSD team.
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Summon death should be considered a combat spell and dispellable.
Supreme mages should have a base cost of 8k
The worst spell list should be something similar to the current RA. TY/HA/DW/RD and other kingdoms with poor magic have enough cost restriction to leveling to not need bad spell list as well.
Let dragons summon Spectors
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I agree with Calidor. Wall of Flame seems fairly useless, as it only does 10% damage, which is hardly substantial.
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I would just say, this stuff ain't easy.
Maelstrom won't be nearly as comprehensive as before, but just adjusting spell lists is almost like doing it in two languages on one foot going up a ladder.
Each element of course has to be balanced - the trademark of Alamaze. Having so many kingdoms so different with all a chance to win, why we I think are alone as a computer based game better than ever after more than 30 years. So I have to be somewhat careful and not let any misconception on new ideas ruin things. Not to mention, I am not always the most devious so have to be aware of the various exploits.
One thing going is the spell lists will be different. As in even some mage kingdoms won't have some spells even at Power 9, and the distinction between mage kingdoms will be more pronounced. The Druid may have great spells at some aspects of the game, but not at all involved in others, for example. Some kingdoms will not have certain spells anywhere on their list. For example, Valor may not be a spell at all for some kingdoms, and for others, Fear will not appear. The Warlock will feature battle spells, while the Druid may not, while the Warlock can't do Fertile Fields or attract (maybe) a Dire Wolf.
Some of the less magical kingdoms will get the basics earlier than in The Choosing, while some spells like Chaos, Wall of Fire, and some regional effect spells will generally be at a higher level.
Invisible Character and Winged Horse may be two new lower power spells widely available. Kraken will be as was intended: essentially doing 50 points damage - so 10 fleets of quality 10 would take 50 points damage and so lose 5 fleets, as opposed to current in the Choosing where it might be 2 fleets.
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(01-04-2019, 01:21 AM)RELLGAR Wrote: And give the sacred order the companion brigade of Paladins with there own unique spells.
I like this, and maybe let a devote kingdom train kingdom brigades into Templar Knights with more attack value, but maybe only 3 per group allowed? Lol I’d play em..
(01-06-2019, 03:03 AM)Ry Vor Wrote: I would just say, this stuff ain't easy.
Maelstrom won't be nearly as comprehensive as before, but just adjusting spell lists is almost like doing it in two languages on one foot going up a ladder.
Each element of course has to be balanced - the trademark of Alamaze. Having so many kingdoms so different with all a chance to win, why we I think are alone as a computer based game better than ever after more than 30 years. So I have to be somewhat careful and not let any misconception on new ideas ruin things. Not to mention, I am not always the most devious so have to be aware of the various exploits.
One thing going is the spell lists will be different. As in even some mage kingdoms won't have some spells even at Power 9, and the distinction between mage kingdoms will be more pronounced. The Druid may have great spells at some aspects of the game, but not at all involved in others, for example. Some kingdoms will not have certain spells anywhere on their list. For example, Valor may not be a spell at all for some kingdoms, and for others, Fear will not appear. The Warlock will feature battle spells, while the Druid may not, while the Warlock can't do Fertile Fields or attract (maybe) a Dire Wolf.
Some of the less magical kingdoms will get the basics earlier than in The Choosing, while some spells like Chaos, Wall of Fire, and some regional effect spells will generally be at a higher level.
Invisible Character and Winged Horse may be two new lower power spells widely available. Kraken will be as was intended: essentially doing 50 points damage - so 10 fleets of quality 10 would take 50 points damage and so lose 5 fleets, as opposed to current in the Choosing where it might be 2 fleets.
I agree with this, not all kingdoms should get all spells. I also think a P7+ should be able to reveal hidden capitals with Eagle Familiar. Wall of Flame is too weak and the fact that archery can happen before it is silly. No army is going to move up next to the wall of flame they are casting so they can be hit with archery. The whole point is to avoid combat.
Kingdoms with Marshal + should be able to anticipate being flanked by riders and nullify - especially if their leader rank is higher than the riders kingdom attacking it.
I've been beating the allow leaders and wizards to be stationed at pop centers drum for years, so will advocate for that again- and can transfer artifact order also allow to move between figures, pop centers and groups in the same square? Right now you have to use an agent order to transfer an artifact to a pop center or figure in the same area as a group. Makes no sense.
And finally the DA need to be powered down, they excel at pretty much every phase of the game and that is not balanced. Top notch political, Level 14 agent training, P7 with amazing spell list, 2nd best archers with riders, Incredible leaders, and the longest traits in the game.
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01-06-2019, 11:56 PM
(This post was last modified: 01-06-2019, 11:58 PM by Ry Vor.)
All well posited and I have no disagreement. Its just a question of the development "pie" available is consumed with the highest priorities of the new map, any kingdom anywhere and what it takes to make that work, some fairly important spell and spell list rework as has been posted, and a few other things. I agree the Dark Elves are about the most powerful kingdom and if we can swing it we will be neutering some of their traits as well as changing some of the spell lists. On the other hand, the most magic deprived are going to have better spell lists. Halflings for example are now reasoned to have human wizards friendly to Halflings, rather than the wizards themselves be Halflings.
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